Func nobuild

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Revision as of 20:11, 19 January 2009 by VDCBot (talk | contribs) (Robot: fixing template case.)
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Entity Description

A func_nobuild entity will restrict an engineer from building in the specific area it contains.

Availability

This brush-based entity is exclusive to Team Fortress 2.

Normal Use

A func_nobuild area should come in contact with the top side of the brush you don't want the engineer to build upon. The func_nobuild should also be at least 96 units high to keep an engineer from bypassing it by jumping above it. Keep in mind that a func_respawnroom entity also blocks an engineer's ability to build and thus a func_nobuild does not have to be placed in the same location as a func_respawnroom.

Note.pngNote:Keep in mind that a func_nobuild only prevents the center of engineer's buildable structures from being placed on top of a surface, not the whole structure; parts of the buildable can actually overlap the func_nobuild area.


Ledges

The required 96 units for each accessible side

High ledges present an element a bit different from a standard floor surface. If there is a ledge you do not want an engineer to build upon, the func_nobuild brush should not only be 96 units above the surface, but 96 units below the surface as well, with the func_nobuild brush overlapping the ledge. It should also stick out 96 units from all accessible sides of the ledge. If the ledge is less then 96 units above a larger flat surface, the func_nobuild only needs to touch the top of the surface the ledge is above.

Example Map

An example map demonstrating the entity in use can be downloaded here: http://www.mediafire.com/?vl4dxzxktzf

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
  • TeamNum:
Initial Team (TeamNum) <choices>
Which Team the entity belongs / is assigned to on spawn
  • 0: None
  • 1: Spectator/Halloween Souls Team Fortress 2
  • 2: RED Team Fortress 2
  • 3: BLU/Robots Team Fortress 2
  • 5: Halloween Bosses (only in Team Fortress 2) !FGD


Inputs

  • EnableDisable:
Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

It seems that enable and disable don't actually affect this entity. Tested with build 3686 on Jan 1 2009. Instead you can use the setactive and setinactive inputs to turn this entity "on" or "off".

Outputs